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> Damage Pops VX, Adds a popup display for damage.
Bt255
post Jun 8 2008, 07:38 PM
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This post has been edited by Bt255: Jun 8 2008, 08:13 PM


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Bt255
post Jun 8 2008, 08:12 PM
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Thanks for all your help, but I still can't get it to work, sorry. What you said made the battlers go back to the right, and it was perfect, but now the damage popup doesn't pop up. Attacks, evades, misses, etc., nothing happens but the battle animation. I'm about to just scrap Claihm's battle system and try another if I can't get it to work. I chose his since it was the easiest to use.


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DerVVulfman
post Jun 8 2008, 09:10 PM
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Did you follow this order???
QUOTE (DerVVulfman @ Jun 8 2008, 09:35 PM) *
The order for the scripts should be as follows:
* Claihm's Motion Control
* Claihm's Motion Exe
* Damage Pops <------
* Claihm's Formations
Claihm's formation script has to be the very LAST in the list, not the first as it's normally shown. Damage Pops appears just above it, but below the Motion scripts.

I tried it and it worked.


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Bt255
post Jun 9 2008, 10:58 AM
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QUOTE (DerVVulfman @ Jun 9 2008, 12:24 AM) *
Did you follow this order???
QUOTE (DerVVulfman @ Jun 8 2008, 09:35 PM) *
The order for the scripts should be as follows:
* Claihm's Motion Control
* Claihm's Motion Exe
* Damage Pops <------
* Claihm's Formations
Claihm's formation script has to be the very LAST in the list, not the first as it's normally shown. Damage Pops appears just above it, but below the Motion scripts.

I tried it and it worked.


Yeah I did that and it still doesn't work. All on separate pages, I have it in the order you listed. Was there anything else I was supposed to copy over from your Animbat Demo?


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DerVVulfman
post Jun 9 2008, 12:25 PM
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No. huh.gif I started off with a clean copy of Claihm's battlesystem and pasted Damage Pops 3.1 in there, rearranging the order as I showed ya.

That's all.


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Mr_E_Man
post Jun 9 2008, 01:53 PM
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Why don't you just use DerVVulfman's animated battlers? You get the same sideview battle with a lot more control AND it works well with damage pops.

If you need RMVX style sprites in a battle sheet, I'll be posting those to the site tonight, so you should be able to grab them from the resources section there... hopefully.


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DerVVulfman
post Jun 9 2008, 06:58 PM
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Just so this is no longer a 'CLAIHM'S MOVEMENT' thread, and the thread for Damage Pops, I'm PMing ya a demo. As I'm rearranging and cleaning out my webspace, this demo will not last longer than a week.

Again... all I did was rearrange to that order.


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ddescallar
post Jul 15 2008, 03:31 AM
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hi i had the same problem too... my battlers are at the center of the screen. I managed to fix it though while retaining the "pop-up" damage.

what I did was remove this part of the script:

[Show/Hide] removed this part of the script
#=========================================================================
=====
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles actors. It's used within the Game_Actors class
# ($game_actors) and referenced by the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :screen_x # battle screen X coordinate
attr_accessor :screen_y # battle screen Y coordinate
#--------------------------------------------------------------------------
# * Use Sprites?
#--------------------------------------------------------------------------
def use_sprite?
return true
end
#--------------------------------------------------------------------------
# * Get Battle Screen X-Coordinate
#--------------------------------------------------------------------------
def screen_x
if self.index != nil
if DAMAGE_POP_CENTER
# Return after calculating x-coords of centered party members
return self.index * (544 / $game_system.dpop_party_max) +
($game_system.dpop_party_max - $game_party.members.size) *
(272 / $game_system.dpop_party_max) +
(272 / $game_system.dpop_party_max)
else
# Return after calculating x-coords of default-aligned party members
return self.index * 136 + 68
end
else
return 0
end
end
#--------------------------------------------------------------------------
# * Get Battle Screen Y-Coordinate
#--------------------------------------------------------------------------
def screen_y
return DAMAGE_POP_Y_POS
end
#--------------------------------------------------------------------------
# * Get Battle Screen Z-Coordinate
#--------------------------------------------------------------------------
def screen_z
# Return after calculating z-coordinate by order of members in party
if self.index != nil
return $game_party.members.size - self.index
else
return 0
end
end
end


i'm using Claimh's Side View BS ... i don't know if it will work for other types of CBS's
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DerVVulfman
post Jul 15 2008, 07:21 PM
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Yeah... that codes the placement of the actors, like the 'Formations' script does. Hence, the reason that all you have to do is rearrange them like so:

The order for the scripts should be as follows:
* Claihm's Motion Control
* Claihm's Motion Exe
* Damage Pops <------
* Claihm's Formations

Removal/edit isn't required... I did this and can say that reordering works.


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Naridar
post Jul 25 2008, 06:39 AM
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Okay, I got an error. I use no sideview battle scripts, only alternative battle backgrounds. t gives me an error after the entering battle animation, saying that there's an error at line 317, saying "nil can't be coerced into fixnum". Any suggestions? I downloaded this script about 15 minutes ago.


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Omegas7
post Sep 7 2008, 03:26 PM
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I get an error:

Script "Pop Up Battle Damage (I gave it that name)" line 317: Type error ocurred.
nil can't be coerced into fixnum.

What's wrong?


EDIT:

I tried this script in a new project and it worked.

So, maybe the problem is because I added other battle scripts like battle backs... Battler faces... Spin battle menu...

What could the problem be?

This post has been edited by Omegas7: Sep 7 2008, 03:30 PM


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DerVVulfman
post Sep 9 2008, 07:40 PM
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You using a 'saved game'? If you try loading a saved game after installing a new system can deliver some nice crashes. Try starting a fresh game.


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